after warring 20 days i gotta say that new restart rule sux especially on given cs's, on 2nd restart cs amount drops to very low (on 1st restart it drops from 300+ to ~70) so 2 restarts after that cs amount can drop to 0 or ~2 unless player gains readiness by building cs's but that's away from getting production up (especially if both bushels and money income are negative).

- Example V: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 100k units, get 8000A + 25A ghosts (because 100000/4000 = 25)

- Example VI: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 12M units, get 8000A + 3000A ghosts (because 12000000/4000 = 3000)

- Example VII: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 20M units, get 8000A + normal ghosts (because 20000000/4000 = 5000 and you can't get that many ghosts from this grab)

- Reasoning for this change: Makes land trading slightly more expensive, cracks down on obvious abuse; should boost military kept on hand, thus reducing suiciders; may boost troop market slightly.

Still abusable.

Lets just look at Example VI. Attacking someone at 80k with 12M units, you said units so yea it can be 12m troops. So when country A PSes all his troops out(left with no turrets no tanks), the another land-trader, Country B sends 12M units of troops too(just to get that 3,000 ghost acres) and the defender does not lose any military because its all out on a PS(Food consumption cuts down by alot too). then the Country A land-trades again by PSing all his 12m troops onto Country B.

To sum it up,
People will still land-trade, but uses all troops instead of jets and turrets since its the cheapest and if you send them ALL out, you have much lesser food consumption level and you do not lose any military while the other guy hits you back.

I don't think the purpose is to stop landtrading, so much as it is to make it less powerful.

Also, to the earlier questions on ghost acres % for dict: Dict's get a 33% bonus to the 43% ghost acres that other govs get. 0.43*1.33 = 0.5719, so Dict's get 57.19% ghost acres, compared to other governments 43%.

Easy way to calc units to be sent to gain max ghost acres:

0.068*(0.5719 for Dict, 0.43 for others)*(1 for SS, 1.5 for PS)*(1.2 for Tyr, 1 for others)*MStrat%*DefendersLand*YourLand/20

In practice, the amount of units you need to send will be slightly lower than this due to the defender having CS and possibly unbuilt acres, and due to NW not being matched to exactly 95%, but it's a quick calc to be sure that you are sending enough units to guarantee full ghost acres.

I think the change has done what it's supposed to do, although some of the biggest traders were absent this set. Trading is still strong, and it requires a bit more work than it used to. But now it's definitely capped lower than before, and it's reflected in average land levels as well.

Speaking from my own experience this set, the units sent requirement definitely ramps up appropriately, imo. It was never a big deal until around 30-40k, and then it ramped up quickly. Especially with oil prices the way they were :P

I think the change has done what it's supposed to do, although some of the biggest traders were absent this set. Trading is still strong, and it requires a bit more work than it used to. But now it's definitely capped lower than before, and it's reflected in average land levels as well.

Speaking from my own experience this set, the units sent requirement definitely ramps up appropriately, imo. It was never a big deal until around 30-40k, and then it ramped up quickly. Especially with oil prices the way they were :P

Good stuff :) Anybody else have good constructive thoughts like this? =D

I don't think the purpose is to stop landtrading, so much as it is to make it less powerful.

Also, to the earlier questions on ghost acres % for dict: Dict's get a 33% bonus to the 43% ghost acres that other govs get. 0.43*1.33 = 0.5719, so Dict's get 57.19% ghost acres, compared to other governments 43%.

Easy way to calc units to be sent to gain max ghost acres:

0.068*(0.5719 for Dict, 0.43 for others)*(1 for SS, 1.5 for PS)*(1.2 for Tyr, 1 for others)*MStrat%*DefendersLand*YourLand/20

In practice, the amount of units you need to send will be slightly lower than this due to the defender having CS and possibly unbuilt acres, and due to NW not being matched to exactly 95%, but it's a quick calc to be sure that you are sending enough units to guarantee full ghost acres.

if you are using this Formula you also have to devide by 10 if th final result is in the 10's of millions instead of just millions and also add a little extra units just to be safe :)))

I apologize for the delay in this announcement; I was climbing a mountain and missed the reset day...

Changes for servers, as of rounds starting in June (including FFA & Alliance)

A) Fast DR will be *removed completely* (FFA didn't have FastDR).
- Basically, the reasons we implemented FastDR were better solved by the restart bonus

B) Changeset 16:

1) Restart Bonus tweaks:
- Base percentage kept will drop to 20% for non-FFA servers (from 40%), with the addition of 0.06% per defend (of *THAT* country - not all countries all round) remaining the same
- The percentage of goods ON MARKET that are kept will be calculated separately with a base of 50% + 0.06% per defend (of *THAT* country - not all countries all round)

2) Removing the additional relative nw damage penalty from change set #10 (1b) ( http://www.earthempires.com/...resets-changeset-10-25801 )
- This is the cube root of relative nw damage change
- We're removing this because it's kindof made unnecessary by subesequent changes to the nw/nw curve

3) BR building loss is being reduced by half; CS loss by 60%
- This will bring GS & BR a bit more into line, and also further distinguish AB from BR

4) Ghost acres cap based on units sent

- In each attack, you will be limited to a maximum 1 Ghost Acre (type I) per (your_land/20) units sent.
- Example I: You are 20k Acres; Land/20 = 1000; thus, for every 1000 units sent, you can get 1 Ghost acre.
You attack somebody who is 20kA with 200k units, get 2000A + 200A ghosts (because 200k/1000 = 200)

- Example II: You are 20k Acres; Land/20 = 1000; thus, for every 1000 units sent, you can get 1 Ghost acre.
You attack somebody who is 20kA with 2M units, get 2000A + normal ghosts (because 2M/1000 = 2000 ghosts, and you can't get 2000A ghosts from this grab)

- Example III: You are 100 Acres; Land/20 = 5; thus, for every 5 units sent, you can get 1 Ghost acre.
You attack somebody who is 400A with 50 units, get 40A + 10A ghosts (because 50/5 = 10)

- Example IV: You are 100 Acres; Land/20 = 5; thus, for every 5 units sent, you can get 1 Ghost acre.
You attack somebody who is 400A with 500 units, get 40A + normal ghosts (because 500/5 = 100, and you can't get 100A ghosts from this grab)

- Example V: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 100k units, get 8000A + 25A ghosts (because 100000/4000 = 25)

- Example VI: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 12M units, get 8000A + 3000A ghosts (because 12000000/4000 = 3000)

- Example VII: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 20M units, get 8000A + normal ghosts (because 20000000/4000 = 5000 and you can't get that many ghosts from this grab)

- Reasoning for this change: Makes land trading slightly more expensive, cracks down on obvious abuse; should boost military kept on hand, thus reducing suiciders; may boost troop market slightly.

C) Logout Bonus change which I will post separately

--------------------

As usual, please leave your comments and concerns below!

I apologize for the unusual delay from the start of the round before putting these in, I was on top of a mountain when the reset happened.

As for why we're putting them in when the reset is already started, my experience with trying to do development after changes that aren't already live for two months was annoying at best -- need feedback sooner than later. Also, none of these changes affect early play, so it should be as though nothing happened :) They should also not greatly affect strategies and plans. If they do, I apologize, but it's much better than the alternative of waiting 2 months for changes to roll in.

Regards,

- qzjul & the EE Dev Team

Can you explain what the *true* maxes are? I see examples, but there's really no clarification of what the max ghost acres are. You give the limits but you don't give the maxes. Example #2, #4, #7 do not outline what the maxes would be for those scenarios.